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Question by SomeRandomGuy · Apr 23, 2013 at 01:03 PM · coroutineboolean

Coroutines not waiting for yield waitforseconds to finish?

Hi, I'm having some trouble with using a coroutine for our game. I have a script which looks a bit like this:

 var myBool: boolean = true;
     
 function myCoroutine(time: float)
 {
     myBool = false;
     yield WaitForSeconds(time);
     myBool= true;
 }
 
 function OnCollisionEnter(col: Collision)
 {
     if(col.gameObject.tag == "collisionObject")
     {
         print("collided with: " + col.gameObject.name);
         StartCoroutine(myCoroutine(2));
     }
 }

I'm using this to make sure the player loses control of its gameobject when it collides with some specific objects. This should wait for a short while, then return the control to the player.

What it is actually doing tho, is either not setting the bool to false to begin with, or perhaps it is just ignoring the yield statement and setting the bool right back to true. Either way the player keeps control all the time, which seems strange.

Does anybody know why this isn't working?

I'm probably doing something stupid here, and I'm probably just asking this because my brain died on me, but thanks anyway!

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avatar image KiraSensei · Apr 23, 2013 at 07:59 PM 0
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Try :

 var myBool: boolean = true;
  
 function myCoroutine(time: float)
 {
     yield WaitForSeconds(time);
 }
  
 function OnCollisionEnter(col: Collision)
 {
     if(col.gameObject.tag == "collisionObject")
     {
        myBool = false;
        print("collided with: " + col.gameObject.name);
        yield StartCoroutine(myCoroutine(2));
        myBool= true;
     }
 }

What is happening ?

avatar image whydoidoit · Apr 23, 2013 at 08:37 PM 1
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I think that would probably be better as yield WaitForSeconds(2) rather than bothering with the StartCoroutine right?

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Answer by SomeRandomGuy · Apr 25, 2013 at 12:10 PM

I found out this was an issue caused by another script, which set the boolean to true in update by mistake. My original code works fine now...haha!

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